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Fix various clang-tidy reported performance-type-promotion-in-math-fn
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@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "collision.h"
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#include <cmath>
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#include "mapblock.h"
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#include "map.h"
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#include "nodedef.h"
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@ -564,7 +565,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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}
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if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
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if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
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result.touching_ground = true;
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if (box_info.is_object)
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "genericobject.h"
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#include "settings.h"
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#include <algorithm>
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#include <cmath>
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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@ -412,7 +413,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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move_d += m_last_sent_move_precision;
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float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
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if (move_d > minchange || vel_d > minchange ||
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fabs(m_yaw - m_last_sent_yaw) > 1.0){
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std::fabs(m_yaw - m_last_sent_yaw) > 1.0) {
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sendPosition(true, false);
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}
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}
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@ -347,11 +347,11 @@ float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
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// Ridged mountains
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float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));
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float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
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float ridged_mountains = std::pow(rter, 3.f) * ridge_mnt;
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// Step (terraced) mountains
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float step_mnt = hilliness * getSteps(n_step_mnt);
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float step_mountains = pow(ster, 3.f) * step_mnt;
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float step_mountains = std::pow(ster, 3.f) * step_mnt;
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// Final terrain level
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float mountains = hills + ridged_mountains + step_mountains;
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@ -29,7 +29,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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@ -575,7 +574,7 @@ void MapgenV7::generateRidgeTerrain()
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float altitude = y - water_level;
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float height_mod = (altitude + 17) / 2.5;
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float width_mod = width - fabs(uwatern);
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float width_mod = width - std::fabs(uwatern);
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float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
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if (nridge + width_mod * height_mod < 0.6)
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@ -433,7 +433,7 @@ int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
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// Check to make sure this isn't a request for a location in a river.
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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if (fabs(rivers) < river_size_factor)
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if (std::fabs(rivers) < river_size_factor)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
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@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "serveractiveobjectmap.h"
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#include <cmath>
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#include "constants.h"
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#include "log.h"
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#include "serverobject.h"
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@ -27,12 +28,12 @@ static constexpr float granularity = 16.0 * BS;
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static aabb3s16 calcBox(const aabb3f &cb)
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{
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return aabb3s16(
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floor(cb.MinEdge.X / granularity),
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floor(cb.MinEdge.Y / granularity),
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floor(cb.MinEdge.Z / granularity),
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ceil(cb.MaxEdge.X / granularity),
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ceil(cb.MaxEdge.Y / granularity),
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ceil(cb.MaxEdge.Z / granularity));
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std::floor(cb.MinEdge.X / granularity),
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std::floor(cb.MinEdge.Y / granularity),
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std::floor(cb.MinEdge.Z / granularity),
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std::ceil(cb.MaxEdge.X / granularity),
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std::ceil(cb.MaxEdge.Y / granularity),
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std::ceil(cb.MaxEdge.Z / granularity));
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}
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void ServerActiveObjectMap::addObject(ServerActiveObject *object)
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@ -119,7 +119,8 @@ void TestUtilities::testAngleWrapAround()
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UASSERT(std::fabs(modulo360f(f) - fmodf(f, 360)) < 0.001);
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UASSERT(std::fabs(wrapDegrees_180(f) - ref_WrapDegrees180(f)) < 0.001);
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UASSERT(std::fabs(wrapDegrees_0_360(f) - ref_WrapDegrees_0_360(f)) < 0.001);
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UASSERT(wrapDegrees_0_360(fabs(wrapDegrees_180(f) - wrapDegrees_0_360(f))) < 0.001);
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UASSERT(wrapDegrees_0_360(
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std::fabs(wrapDegrees_180(f) - wrapDegrees_0_360(f))) < 0.001);
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}
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}
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@ -172,6 +172,6 @@ s16 adjustDist(s16 dist, float zoom_fov)
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return dist;
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// new_dist = dist * ((1 - cos(FOV / 2)) / (1-cos(zoomFOV /2))) ^ (1/3)
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return round(dist * cbrt((1.0f - cos(default_fov / 2.0f)) /
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(1.0f - cos(zoom_fov / 2.0f))));
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return round(dist * cbrt((1.0f - std::cos(default_fov / 2.0f)) /
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(1.0f - std::cos(zoom_fov / 2.0f))));
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}
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